Immortal Set Creatures Conversions

Flicker

I'm not going to convert the elemasters (they'd be better as deities).

EDIT: I did anyway (they're a template farther down this thread).

Flicker

Medium Outsider (Extraplanar, Incorporeal)
Hit Dice: 9d8 (40 hp )
Initiative: +6
Speed: Fly 50 ft. (perfect)
Armor Class: 17 (+2 Dex, +5 deflection), touch 17, flat-footed 15
Base Attack/Grapple: +9/--
Attack: Ray +11 ranged touch (2d6 fire)
Full Attack: Ray +11 ranged touch (2d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ray of energy
Special Qualities: Incorporeal
Saves: Fort +6, Ref +8, Will +7
Abilities: Str -, Dex 15, Con -, Int 11, Wis 12, Cha 20
Skills: Knowledge (arcane, the planes) +12, Listen +15, Spellcraft +12, Spot +15, Survival +13
Feats: Alertness, Improved Initiative, Iron Will
Environment: Any
Organization: Solitary or glow (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic neutral
Advancement: 9-17 HD (Medium), 18-27 HD (Large)
Level Adjustment: --

A flicker is a being of living light. It is intelligent, but it cannot communicate with creatures of other species. (It communicates with other flickers by light patterns.)

COMBAT

Flickers rarely enter combat unless attacked.

Ray of Energy (Su): A flicker can emit a ray of energy up to a range of 90 feet (no range increment). This requires a ranged touch attack and deals 1d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.
 
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Thanks - I wasn't aware of those.

Now for the JUMPER:

Jumper

Small Outsider (Extraplanar)
Hit Dice: 10d8 (45 hp )
Initiative: +5
Speed: 50 ft. (10 squares), swim 30 ft.
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +9/+5
Attack: Slam +10 melee (1d6 plus paralysis)
Full Attack: Slam +10 touch (1d6 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis
Special Qualities: DR 5/magic
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 10, Dex 13, Con 10, Int 11, Wis 12, Cha 14
Skills: Knowledge (arcane, the planes) +12, Listen +15, Spellcraft +12, Spot +15, Survival +13
Feats: Alertness, Improved Initiative, Iron Will
Environment: Any
Organization: Solitary or glow (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic neutral
Advancement: 9-17 HD (Medium), 18-27 HD (Large)
Level Adjustment: --

A jumper is a being of time. It appears to be a giant brittle star. It steals time from the psyches (life forces) of its victims.

COMBAT

Jumpers usually attack weaker beings.

Paralysis (Su): A jumper’s slam attack forces a Will save (DC 16) or the victim is paralyzed for 1d4+1 rounds while its psyche is lost in time.
 
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Megalith

Wow, this was hard. I started with an asteroid-size and gave infinite advancement.


MEGALITH
Colossal Construct
Hit Dice: 150d8+3000 (4425 hp)
Initiative: -5
Speed: 0 ft.
AC: 52 (-8 size, -5 Dex, +55 natural)
Base Attack/Grapple: +100/+116
Attack: Lava blast +87 ranged (15d10)
Full Attack: Lava blast +87 ranged (15d10)
Space/Reach: 100 ft./20 ft.
Special Attacks: Ray of energy, spell-like abilities
Special Qualities: DR 30/-, fast healing 15, SR 56
Saves: Fort +52 , Ref +28 , Will +32
Abilities: Str 17, Dex 1, Con 50, Int -, Wis 8, Cha 9
Skills: -
Feats: -
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 46
Treasure: None
Alignment: Always neutral
Advancement: 150+ HD (Colossal)

A megalith is a living asteroid or planet. Most megaliths resemble relatively small asteroids, 400 to 800 feet in their longest dimension and massing many million tons at least. However, it is believed by many sages that these are not adult individuals, but the merest larvae. Adults are believed, based on reports of those who have spoken with various deities and powerful outsiders, to be ordinarily indistinguishable from entire planets.

COMBAT
A megalith will often entirely ignore attackers, trusting to its nearly impenetrable defenses. However, if it believes the attacker could potentially cause actual harm, it will smother the attacker in a blast of flesh-searing lava.


Lava Blast (Su): A megalith can emit a stream of searing lava up to a range of 1,500 feet (no range increment). This requires a ranged attack and deals 15d10 fire damage.

Ray of Energy (Su): A megalith can emit a ray of energy up to a range of 1,500 feet (no range increment). This requires a ranged touch attack and deals 40d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.

Spell-Like Abilities: At will – fireball, greater teleport, lightning bolt, slow; 1/day – forcecage, imprisonment, meteor swarm.

Advancement: A megalith cannot gain size categories, since it is already Colossal. However, for every 10 HD it gains, it gains 2 points of damage reduction, 1 point of fast healing, 1d10 additional damage with its lava blast, and +1 CR. For example, a 200-HD megalith would have DR 40/-, fast healing 20, a lava blast dealing 20d10 damage, and CR 51.

MEGALITH, ADVANCED
Colossal Construct
Hit Dice: 300d8+6000 (8850 hp)
Initiative: -5
Speed: 0 ft.
AC: 52 (-8 size, -5 Dex, +55 natural)
Base Attack/Grapple: +200/+216
Attack: Lava blast +187 ranged (30d10)
Full Attack: Lava blast +187 ranged 30d10)
Space/Reach: 100 ft./20 ft.
Special Attacks: Ray of energy, spell-like abilities
Special Qualities: DR 60/-, fast healing 30, SR 56
Saves: Fort +102 , Ref +78 , Will +82
Abilities: Str 17, Dex 1, Con 50, Int -, Wis 8, Cha 9
Skills: -
Feats: -
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 61
Treasure: None
Alignment: Always neutral
Advancement: 150+ HD (Colossal)

This advanced megalith, while stiull not wholly grown, is the size of a small moon.


COMBAT
A megalith will often entirely ignore attackers, trusting to its nearly impenetrable defenses. However, if it believes the attacker could potentially cause actual harm, it will smother the attacker in a blast of flesh-searing lava.


Lava Blast (Su): A megalith can emit a stream of searing lava up to a range of 1,500 feet (no range increment). This requires a ranged attack and deals 30d10 fire damage.

Ray of Energy (Su): A megalith can emit a ray of energy up to a range of 3,000 feet (no range increment). This requires a ranged touch attack and deals 40d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.

Spell-Like Abilities: At will – fireball, greater teleport, lightning bolt, slow; 1/day – forcecage, imprisonment, meteor swarm.
 
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Khisanth the Ancient said:
Wow, this was hard. I started with an asteroid-size and gave infinite advancement.

You might want to look at the Immortals Handbook: Epic Bestiary for very large creatures like that. It has rules for creatures of up to universe size.

Yeah, universe size.
 


Khisanth the Ancient said:
Unfortunately, don't own that product. But asteroid-sized ones are good anyway - I mean, who's really going to fight a planet? (I'm sure some hyper-ultra-epic game somewhere...)

Another Planet? Possibly, I don't have my Epic Bestiary with me. I am thinking Macro-Huge for Asteroid-size. Anyone want to confirm?
 

The Nipper

NIPPER
Diminutive Vermin (Extraplanar)
Hit Dice: 1/4d8 (1 hp)
Initiative: +2
Speed: 15 ft.
AC: 16 (+4 size, +2 Dex)
Base Attack/Grapple: +0/-16
Attack: Bite +6 melee (1d4-4)
Full Attack: Bite +6 melee (1d4-4)
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Implant egg
Saves: Fort +2 , Ref +2 , Will +0
Abilities: Str 2, Dex 14, Con 10, Int -, Wis 10, Cha 1
Skills: -
Feats: Weapon Finesse (B)
Climate/Terrain: Any (Astral Plane)
Organization: Horde (1-100)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: -

A nipper resembles a 6-inch-long albino centipede. These creatures live in vast swarms on the Astral plane.

COMBAT

Nippers, being mindless, merely try to implant their eggs.

Implant Egg (Ex): On a critical hit, a nipper implants an egg in its victim. If not removed (by cure disease or heal) the egg hatches in 1 day. The larva burrows outward, causing great pain and 1 point of temporary Constitution damage.


NIPPER SWARM
Diminutive Vermin (Extraplanar, Swarm)
Hit Dice: 18d8 (81 hp)
Initiative: +2
Speed: 15 ft.
AC: 16 (+4 size, +2 Dex)
Base Attack/Grapple: +12/-
Attack: Swarm (4d6)
Full Attack: Swarm (4d6)
Space/Reach: 10 ft./ 0 ft.
Special Attacks: Implant egg
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 2, Dex 14, Con 10, Int -, Wis 10, Cha 1
Skills: Listen +2, Spot +2
Feats: Alertness
Climate/Terrain: Any (Astral Plane)
Organization: Solitary or great horde (1-100 swarms)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: -

A nipper resembles a 6-inch-long albino centipede. These creatures live in vast swarms on the Astral plane. A full swarm of nippers is 1,500 nippers.

COMBAT

Nippers, being mindless, merely try to implant their eggs.

Distraction (Ex)
Any living creature that begins its turn with a nipper swarm in its space must succeed on a DC 19 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Implant Egg (Ex): When it deals damage, a nipper swarm implants hundreds of eggs in its victim. If not removed (by cure disease or heal) the eggs hatch in 1 day. The larvae burrow outward, causing great pain. In addition, the systemic damage is so great that the victim suffers 2d4 points of permanent Constitution drain.
 
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